// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Animation/AnimInstance.h"
#include "NightSing/CharacterTypes.h"
#include "NightsingAnimInstance.generated.h"

/**
 * 
 */
UCLASS()
class NIGHTSING_API UNightsingAnimInstance : public UAnimInstance
{
	GENERATED_BODY()

	//
public:
	virtual void NativeInitializeAnimation() override;
	virtual void NativeUpdateAnimation(float DeltaTime) override;

	UPROPERTY(BlueprintReadOnly)
	class ANightSingCharacter* NightsingCharacter;

	UPROPERTY(BlueprintReadOnly, Category = "Movement")
	class UCharacterMovementComponent* NightsingCharacterMovement;

	UPROPERTY(BlueprintReadOnly, Category = "Movement")
	float GroundSpeed;

	UPROPERTY(BlueprintReadOnly, Category = "Movement")
	bool IsFalling;

	UPROPERTY(BlueprintReadOnly, Category = "Movement | Character State")
	ECharacterState CharacterState;

	//UPROPERTY(BlueprintReadOnly, Category = Movement)
	//EActionState ActionState;

	//UPROPERTY(BlueprintReadOnly, Category = Movement)
	//TEnumAsByte<EDeathPose> DeathPose;
};
